"iOS and Android Unity licenses are now free"
Sweet.
Very cool, I was looking into picking up the basic versions of both. Looks like they are reimbursing people who already purchased those versions somehow in the future also.
"iOS and Android Unity licenses are now free"
Sweet.
Wow. Might be time to take another serious look at Unity. I'm still using Cocos2d-iphone right now, but I eventually want to get my game onto Android as well. Anyone make this switch before? How difficult was it? I get the inkling that I'll be fighting with Unity when it comes to 3d vs 2d.
You like neither JavaScript nor C#?Unity looks like a great, great tool. But like all frameworks it seems to be geared towards specific kind of games.
I've been trying to give it a change for a long while but really can't get into it or the ugly tool or the awful language it uses. Plus I know I'll never create high quality 3D assets so it doesn't seem to be geared at me, the only big plus I see in it is the multiplatform export but it seems you can already do that with cocos2d right?
You like neither JavaScript nor C#?
Hey, I've posted in this thread before, but if someone needs an extra artist to handle a couple of graphics, I'm available this summer.
If you need someone to draw props, backgrounds or any other assets I'd love to help. I can do 3D work as well, but I'm trying to expand my 2D portfolio for game development. I can do pixel art.
You can see some of my work at: http://www.behance.net/missoly
"Nope. I much prefer Python, Ruby or Coffeescript."
You can also use Boo with Unity, but there's much less information/examples for it.
So, any chance to fake dynamic lighting with Basic Unity?
I have a first person view and want to give the player a torch to illuminate his immediate surrounding for the sake of exploring.
I thought about raycasting a sphere, check which polygons are inside the sphere and brighten up the relevant texture parts of it? I know shadows will not work that way and will be very ghetto, but I'm okay with that.
I just want to know if that's a feasible idea or if there's a better approach to it?
Dynamic lights are in Unity free. You just don't get dynamic shadows.
Nope. I much prefer Python, Ruby or Coffeescript.
Am still figuring...Maybe that can help you? http://stackoverflow.com/questions/3771648/generate-c-sharp-dllimport-declarations-from-a-native-dll
I can't test it right now, since I'm on Linux, but seems like something similar to what you want.
"Never used Boo before, are you allowed to use it in a Pythonesque way?"
I don't use Boo, personally (or Python), so I couldn't say for sure. What do you mean by Pythonesque?
I like you and I like your game but please pick a different font = (My stats while playing through the game for umpteenth time for testing:
The future one is a little "OMG LOOK IT'S THE FUTURE RIGHT?" to me, but it's not that bad...if you use it, cut down on that glow by at least 50%.You don't like both of those? The one that I'm using there for the actual stats I was originally just using to display the timer in the levels cause of its digital look, and just ended up using it here as well for convenience. It is kinda crumby for text though. Any suggestions for something simple?
Been a little sloppy with my game lately but after playing blood dragon I made an optional, more tv looking filter for my game if you wish to use it
Right now you can have zero filters, a basic one with very faint edges or this one which is suppose to look like a tube tv.
Hey unity people, I've got a question about the physics engine.
In my current game I'm using box2d for the physics, and I'm using a contact listener to check for collisions before they happen so that I can change the restitution of the platforms before the character actually touches them (depending if it's coming from above or from the side).
From what im seeing, it doesn't look like unity's physics has this kind of pre-collision detection. Is that right? Would I have to use a seperate trigger to do something like that?
private void OnCollisionEnter(Collision collision) {
Vector2 distance;
Vector2 absoluteDistance;
int numberOfContacts = collision.contacts.Length;
for (int i = 0; i < numberOfContacts; i++) {
distance = collision.contacts[i].point - transform.position;
absoluteDistance = new Vector2(distance.x,distance.y);
if (absoluteDistance.x > absoluteDistance.y) {
if (distance.x > 0) Debug.Log("Collision #" + i + " to the right");
else Debug.Log("Collision #" + i + " to the left");
}
else {
if (distance.y > 0) Debug.Log("Collision #" + i + " over");
else Debug.Log("Collision #" + i + " under");
}
}
}
https://store.unity3d.com/products/subscription
You can now subscribe to Unity Pro for $75/month. Interesting.
I've never used any physics engine outside of Unity's default one, and in it you'd have to manually check where the collision was happening. It can still be done fairly simply, like:
Code:private void OnCollisionEnter(Collision collision) { Vector2 distance; Vector2 absoluteDistance; int numberOfContacts = collision.contacts.Length; for (int i = 0; i < numberOfContacts; i++) { distance = collision.contacts[i].point - transform.position; absoluteDistance = new Vector2(distance.x,distance.y); if (absoluteDistance.x > absoluteDistance.y) { if (distance.x > 0) Debug.Log("Collision #" + i + " to the right"); else Debug.Log("Collision #" + i + " to the left"); } else { if (distance.y > 0) Debug.Log("Collision #" + i + " over"); else Debug.Log("Collision #" + i + " under"); } } }
This is just an example, and it's worth noting that the algorithm would mistake collisions where distance.x equals distance.y as simply being vertical collisions, so you'd have to sort out how you want the game to behave in these kind of cases. Also, if you wanted constant position checking, you'd have to change this event to OnCollisionStay.
.
But this would be checking positions after the collision began, which wouldn't be useful for what I wanted to do.
I think it could be done with triggers, but it would be a bit of a pain. I mean, I probably won't have to do this anyway. I'm going to finish the game as it is. I just thought it might be a good exercise to try to recreate the same game mechanics in unity.
I'll download unity some time and have a play around and see what I can do. Thanks.
This seems like it would end up being only half the cost of the immediate payment, right?
Actually OnTrigger/CollisionEnter are always checked right as collisions begin, before any OnCollisionStay events are fired. It'd also be really useful if you'd let me know what you're intending to do, since most of the time you can't create a catch-all answer to all kinds of physics interactions.
Also, I just remembered that Unity's CharacterController (which is part of one of its default packages) has some isGrounded boolean... perhaps you could check the CharacterController code to see how it determins the value for isGrounded and use a similar implementation to check for the sides and the top of the character.
I'm not actually interested in getting the collision direction, I was just wondering if unity had collision events like box2d, which basically goes:
Presolve
Contact begins
Contact
Contact ends
Postsolve
In the presolve event you can see that your objects are about to collide, so you can do things like cancel the collision or, as I said above, change the restitution of the object (I have my character glide along the tops of platforms , but bounce off the sides)
Son of a BITCH. This would have saved me around five hundred dollars if it had been available a week ago. Maybe I can get them to transfer me...?https://store.unity3d.com/products/subscription
You can now subscribe to Unity Pro for $75/month. Interesting.
Ah, now I get what you were asking about... I think there're no pre- or postsolve events in Unity (although you can kind of do presolve checks on your own), so here's how Box2D events would probably work in Unity:
Presolve: Not supported intrinsecally, but you can check for possible collisions between a Rigidbody and other colliders by using Rigidbody.SweepTest or Rigidbody.SweepTestAll before moving them on the FixedUpdate event. This is the same as calling Physics.Raycast for every vertex in an object's model according to the Unity script reference manual, so you could use Physics.Raycast to check movement collisions for objects that don't have Rigidbody components attached to them.
Contact begins: OnTriggerEnter and/or OnCollisionEnter methods are called automatically, with an optional parameter that receives Collider data (for Trigger events) or a Collision object, which contains collision points and some extra information (for Collision events).
Contact: OnTriggerStay and/or OnCollisionStay methods are called automatically, with an optional parameter that receives Collider data (for Trigger events) or a Collision object, which contains collision points and some extra information (for Collision events).
Contact ends: OnTriggerExit and/or OnCollisionExit methods are called automatically, with an optional parameter that receives Collider data (for Trigger events) or a Collision object, which contains collision points and some extra information (for Collision events).
Postsolve: None, as far as I can tell.
Hey, I've posted in this thread before, but if someone needs an extra artist to handle a couple of graphics, I'm available this summer.
If you need someone to draw props, backgrounds or any other assets I'd love to help. I can do 3D work as well, but I'm trying to expand my 2D portfolio for game development. I can do pixel art.
You can see some of my work at: http://www.behance.net/missoly
Hey, I've posted in this thread before, but if someone needs an extra artist to handle a couple of graphics, I'm available this summer.
If you need someone to draw props, backgrounds or any other assets I'd love to help. I can do 3D work as well, but I'm trying to expand my 2D portfolio for game development. I can do pixel art.
You can see some of my work at: http://www.behance.net/missoly
Fantastic!! I will start showing what I've been working on in Unity soon in this thread"iOS and Android Unity licenses are now free"
Sweet.
:-Ohttps://store.unity3d.com/products/subscription
You can now subscribe to Unity Pro for $75/month. Interesting.
MMF2's built in soft scaling is really good, just re-sizing by 20% makes the big artwork in my game look a lot better then scaling in PSP7 and applying alpha layers, it's not even using that much more ram.
My task this weekend is to keep working on the shooting by adding in a few more directions you can shoot in, including sprite work.
Since you asked so nicely just note this has a lot of rough spots as I continue to improve it, and runs at 60 right now (I managed to get the frame rate up again, for now...)
http://www.youtube.com/watch?v=x4Ry2AmS-Yk
YouTube can't get aspect ratios correct for shit
Shooting angles are limited and not 360 degrees
Movement speed is still being tweaked
A lot of effects are disabled
No sound effects at all are made yet
I like potatoes
Since you asked so nicely just note this has a lot of rough spots as I continue to improve it, and runs at 60 right now (I managed to get the frame rate up again, for now...)
http://www.youtube.com/watch?v=x4Ry2AmS-Yk
YouTube can't get aspect ratios correct for shit
Shooting angles are limited and not 360 degrees
Movement speed is still being tweaked
A lot of effects are disabled
No sound effects at all are made yet
I like potatoes